Buffer suppression
How to squeeze a cheater before the flag even lands: buffer thresholds, damage, lag, tricks, cooldowns, and how it differs from the flag ladder.
A flag means the violation already happened. Buffer suppression kicks in earlier: once the buffer reaches a threshold, the cheater starts losing fights, before any kick or ban.
Flags and buffer thresholds
90% threshold, capacity 40, 99% checks- −70% damage dealt, 120 s
- +50% damage taken, 90 s
- −80% damage dealt, 250 s
- heavy lag, 30 s
- ban with animation
“+”: every later flag repeats the last step.
Flags vs buffer thresholds
| By flags | By buffer | |
|---|---|---|
| When | The buffer is full: flag 1, flag 2 and so on. | The buffer hits a threshold: 25 %, 50 % and so on. |
| What you can do | Ban, kick, your own command, combat suppression and tricks, all at once or in stages. | Combat suppression and tricks. No commands here. |
| Where | “Suppression” → “By flags” | “Suppression” → “By buffer” |
Turning it on
- 1Open the tab
Configs → preset → “Suppression” → “By buffer”.
- 2Flip the switch
“Buffer suppression”. While it’s off, no threshold fires.
- 3Look at the thresholds
There are three by default: 25 %, 50 % and 75 %. At each one the player hits weaker and takes more damage. Keep them or build your own, up to 10.
- 4Save the preset
The server picks it up within a minute, or right after
/mlsac reload.
How a threshold fires
- A threshold is a percentage of the buffer capacity from “Detection”. Capacity 40 and a 50 % threshold means it fires at a buffer of 20.
- A threshold fires once when the buffer reaches it, and again only after the buffer drops below and climbs back up.
- “Cooldown” stops a threshold from firing too often. If the buffer crosses it during the cooldown, that crossing is simply skipped.
- Thresholds are checked before the flag, so a 100 % threshold fires together with it.
- If one check jumps past several thresholds, their actions all start together, and each trick runs only once.
What you can do to a cheater
| Action | What happens |
|---|---|
| Less damage dealt | His hits and projectiles do 5–100 % less, counted from the final damage after armour. Explosions are cut too on 1.20.4+. |
| More damage taken | He takes up to +300 % damage. Falls, the void and the like aren’t boosted, so lag won’t make him die from a fall. |
| Lag | Delayed hits, misses, setbacks, grounding, forced turns. Light, medium or heavy; see the table below. |
| Shuffle inventory | Shuffles the 36 hotbar and inventory slots. Armour stays on. |
| Drop weapon | The sword falls out of his hand. |
| Launch | Throws the player into the air. |
Lag levels
| Kind | Light | Medium | Heavy |
|---|---|---|---|
| Hit delay | 100 ms | 250 ms | 500 ms |
| Misses | 50 %, no more than 3 in a row | 75 %, no more than 8 in a row | every hit misses |
| Setbacks | every 3–5 s, 3 ticks back | every 1.5–3 s, 5 ticks back | every 0.5–1 s, 10 ticks back |
| Forced turns | every 3–5 s by 10–20° | every 1.5–3 s by 20–45° | every 0.5–1.5 s by 45–90° |
| Grounding | lower jumps | jumps barely lift | pinned to the ground |
On light and medium, setbacks and turns only happen in a fight. On heavy they never stop, so running away doesn’t work.
Things you’ll run into
- Effects of the same kind don’t stack. The strongest one wins and a repeat just resets its timer.
- Effects survive death, switching worlds and relogging within 15 minutes.
- Effects don’t apply in regions and worlds without checks, or in creative and spectator.
- Players with
mlsac.suppression.bypassaren’t affected. It comes withmlsac.bypassandmlsac.admin, so ops have it. Ladder commands still run on them. - Suppression doesn’t blind the detection. The model keeps getting combat data.



